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Everything posted by AshuraDX
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Starkiller (click to view in 3D) I might revise his hair some time but other than that I'm pretty statisfied with my result and I have to fix some stretchign in the UV map near the ears
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Released AngelModder - Darth Vader
AshuraDX replied to AngelModder's topic in WIPs, Teasers & Releases
I really love those TFU and ROTJ face textures you made there great job ! btw , check back on my thread I posted soemthing related to your question about texturing hair -
well I used a specific brush in cs 6 , which might have been in cs 3 aswell The brush I use kind of simulates a real brush , you get to set the amount of bristles , their length and stiffness and even a cut off angle I'll screenshot my brush settings for you but I cant guarantee that you got this brush I could try to write a tutorial on painting hair like this , but as I jsut found out about this by experimenting and playing around with various brushes I odnt know wether I should really write a tutorial on that Edit : I altered the brush shape from angled to bend/rounded , and made this in about 5 minutes just a tiny sample , @@AngelModder I'd suggest using a tablet if you have one , I think it wont work that well with a mouse
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quick update some shading tweaks , a little colour correction on the lips and I reshaped the chin & nose a little
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after a discussion with @@ChalklYne we quickly figure dout what was the problem and I started to fix the flaws they eyebrows still need to be redone but waddya think so far ?
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just found this and thoguht I'd share I have no clue who made it , but I love it
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that looks pretty damn good ! I sadly allready have a ton of unfinished models here so I wont start another one in the next few months , sorry
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dafuq is that O.o looks japanese and creepy I guess I could make you something like that sometime well I really dont know whats wrong with my starkiller head the subdivided model was pretty close but after texturing the lowpoly I ust didn't see starkiller in there anymore so who knows where I fucked up also , here's my texture map
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well I have been tweaking this to resemble starkiller more as I didn't see him in the textured head mesh anymore but I sort of lost interest in finishing this model for the moment I dont know what bothers me though , I'd guess the eyes but I'm not sure the texture is all handpainted , except a radial lbur filter for the iris and alittle blur here and there
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that is pretty nice , you just have to fix those ears
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it's far from done though and I dont even know when or if i'll finish it
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oh dear god... I should really work at my assignment but... mudbox :|
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nose is at a wrong angle , lips are protruded way to far (that duckface is far too strong ) ears should be a little lower and bigger I think I really like the textures though , are they photosourced and retouche din Zbrush or completely handpainted ?
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damn..... probably I'll give this a shot sometime
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WIP Kain - Legacy of Kain series
AshuraDX replied to minilogoguy18's topic in WIPs, Teasers & Releases
@@Asgarath83 the model is not mine it's made by @@minilogoguy18 I was just texturing it , and I plan to finish it If I can find my old psds somewhere on my external drive -
hm that's interesting could oyu upload your gloss image to imgur or something and post a link here ?
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hm good question , the first thing I'd do is bring this stage { map models/players/shadow_stormtrooper2/armor-spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } below all others then probably you could recreate the old shader and test both shader variants in the same spots , and see if the old one behaved similiar or you could brighten up the gloss image a little
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@@Psyk0Sith nope Kain is not textured , I was going to do so and had quite some progress I knid of forgot about that , until now I'll see wether I can find my old psd's and probably get back to it sometime soon
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so.... can I mark this as solved @@Asgarath83 ?
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shiiiit.... how many effects are you running at the same time ? well I can only tell you to reduce the amount of efx used in your mod you should know : a ton of effects =/= spectacular mod , if these effects are very flashy , bright and colorful it will also burn the players eyes out also - please work on your english it's often kinda hard to get what you are saying , you dont have to in any way but I doubt I'm the only one who thinks so nope , the effect get's only displayed once for each tag_blade in your weapon model
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it's not the UVs that are fucked up , the mesh normals are fucked up
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my saberbuilder worked like this : I made a single w_saber.glm file including all of the parts these parts are named : Emitter1-3;Body1-3;Button1-4;Handle1-3;Pommel1-3 the Saberbuilder I made actually just generated .skin files that *offed all parts that were not chosen and gave the pieces the chosen textures here are some examples : the program also generated a .sab file which directed the game to display the specified name and directed to the .skin file connected to that name for example , assumnig your saber was named Test the Saberbuilder would write this in a .sab file: //Generated by SaberBuilder 0.5 C:AshuraDx Test { name "Test" saberType SABER_SINGLE saberModel "models/weapons2/Saberbuilder/Saberbuilder.glm" customSkin Test saberLength 40 saberColor random } in the end my tool ran a command line command which simply zipped up all the required files for your personal hilt (the .skin and .sab file) and in the end renamed the file from .zip to .pk3 that's the whole "magic" behind my old Saberbuilder so no @@ChalklYne you dont need to save a few hundred models I bet this could and most likely would be done differently for an ingame editor an Ingame editor should work like the character customization : this will require the creator of a new "saber parts pack" that's going to be added to the saber customization menu to create small .skin files for each of their emitters , handles , pommels and buttons (or whatever pieces you want to be interchangeable) If I knew anything about coding in C or C++ I could probably pull that off as I bet you can just copy&paste the Player customization code , and then make some alterations but as my Programming skills are limited and I allready tend to produce a huge mess in simple programming languages like java I'll leave that to the more experienced coders on this site
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Try to keep the paint pieces as sharp&crisp as possible ,it'S supposed to look like paint was scratched off not smudged around so you dont want any other opcity values than 100-90% and 10-0%